Luni Medantes
Portrait of Luna Medantes
Portrayed by Shlachina Polina
Name: Luna Medantes
Aliases: Luni
Rank: {$rank}
Race: Human
Birthplace: Lone Star, Coalition States
Affiliation: Damage Crew (former)
Occupation: Mercenary


  • Born and raised in Lone Star.
  • At 16 she met and fell in "love" with a Crazy mercenary, Vonn; a member of the Damage Crew.
  • Leaves Tolkeen with her boyfriend, and he talks her into M.O.M. implants and starts teaching her the trade.
  • Boyfriend killed on an operation. She continues on in Damage Crew.
  • She finds out that a rescue mission the Crew has taken will return a little girl, Sindy, to her abusive mother. So she sets a trap intended to blow the entire unit to kingdom come. She promises to take Sindy to her father's family, and swears her mother will never hurt her again (because she's gonna kill that bitch).


(A Future Strange and Terrible 05) CouncilSummary: The leaders of the fugitives meet in council to discuss their current situation and how they will provide safety for everyone.

(A Future Strange and Terrible 04) LessonsSummary: Ohanzee teaches Seraphina about hunting like a Sioux. What they find isn't what they expected.





My ex-boyfriend. Well, I guess we never actually broke up. I mean, he broke up, if you count the shattered skull and his left arm getting blown off. Oh, it wasn't me. I loved Vonn. But man…that guy was loco.

Sindy Lesko

Sindy Lesko

La Niña

Right now, la niña has nobody but me. Our new friends might be a help, but Sindy's got to be my numero uno concern.




He seems like someone who's used to people doing what he says. Dunno how I feel about that yet.




I ain't ever met a dragón before. This one nearly got herself killed saving me and Sindy. Guess she's alright for a flaming lizard.


Luni Medantes


Agility: Dice_Fill-ins_d12.png
Smarts: Dice_Fill-ins_d6.png
Spirit: Dice_Fill-ins_d8.png
Strength: Dice_Fill-ins_d10.png
Vigor: Dice_Fill-ins_d10.png


  • American
  • Spanish

Secondary Statistics

Add to Persuasion and Streetwise rolls
Run: +d6; -2 on other actions this round
2 + half Fighting die type
2 + half Vigor die type
2 + half Notice die type
Take 1 Fatigue level per point above Max Strain
Maximum Strain
Lower of Vigor or Spirit

Permanent Injuries


Driving (Agility): Dice_Fill-ins_d0.png
Fighting (Agility): Dice_Fill-ins_d8.png
Healing (Smarts): Dice_Fill-ins_d0.png
Intimidation (Spirit): Dice_Fill-ins_d4.png
Investigation (Smarts): Dice_Fill-ins_d0.png
Knowledge (Arcana) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Battle) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Demolitions) (Smarts): Dice_Fill-ins_d6.png
Knowledge (Computers) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Cybernetics) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Electronics) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Engineering) (Smarts): Dice_Fill-ins_d0.png
Knowledge (History) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Medicine) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Politics) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Science) (Smarts): Dice_Fill-ins_d0.png
Notice (Smarts): Dice_Fill-ins_d4.png
Perform (Spirit): Dice_Fill-ins_d0.png
Persuasion (Spirit): Dice_Fill-ins_d4.png
Piloting (Agility): Dice_Fill-ins_d0.png
Repair (Smarts): Dice_Fill-ins_d4.png
Riding (Agility): Dice_Fill-ins_d0.png
Shooting (Agility): Dice_Fill-ins_d6.png
Stealth (Agility): Dice_Fill-ins_d8.png
Streetwise (Smarts): Dice_Fill-ins_d4.png
Survival (Smarts): Dice_Fill-ins_d0.png
Taunt (Smarts): Dice_Fill-ins_d0.png
Thievery (Agility): Dice_Fill-ins_d6.png
Throwing (Agility): Dice_Fill-ins_d0.png
Tracking (Smarts): Dice_Fill-ins_d0.png
Psionics (Smarts): Dice_Fill-ins_d6.png

Iconic Framework

Losing It

Crazies always enjoy a certain level of preternatural capabilities, but they also have moments where they can completely unleash their potential by Losing It. Throwing caution to the wind and shoving rational thought to the back of her mind, a Crazy gains the effects of being Berserk (as per the Edge). This can be done at will, as an action.

While they are Losing It, Crazies are Fearless (see Monstrous Abilities in Savage Worlds), making them immune to Fear and Intimidation. While in this state, they cannot use psionic abilities, nor anything requiring concentration

Getting It Together

Crazies come out of Losing It using the standard Smarts roll for Berserk. Then they're critically hampered by one or more psychological Hindrances. The game effect is a −2 to all Trait rolls for the duration of Getting It Together. From a roleplaying perspective, this could be wracking guilt, crippling depression, irrational fear, rampaging delusions, or any number of other effects which fit the character’s various Hindrances and other issues.

The duration of the penalty is based on the results of the Smarts roll made to come out of the Losing It state in the first place:

  • Raise: Spends 1d6 minutes Getting It Together.
  • Success: Spends 1d6 × 10 minutes in the Getting It Together state.
  • Failure: Spends 1d6 hours Getting It Together.
  • Critical Failure: Spends the next 24 hours Getting It Together.

A Crazy may not employ Losing It while in the Getting It Together state.

Crazy Abilities and Bonuses

  • Bio-Regeneration: Awakening certain portions of the brain via the Mind Over Matter implants grants a natural healing roll once every 24 hours.
  • Enhanced Attributes: Crazies gain +2 die types to Agility, Strength, and Vigor. These traits have no maximum.
  • Enhanced Speed: Crazies double their base Pace.
  • Heightened Senses: Crazies gain +2 to Notice and Tracking rolls. They also ignore two points of Range penalties.
  • Minor Psionic: Unlocking so much of the brain’s potential grants each Crazy the Arcane Background (Psionics) Edge and Psionics d6. Crazies have access to the following powers: armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift.
  • Quick: Crazies begin with the Quick Edge.
  • Super Endurance: Crazies require only half the normal amount of sleep, and gain +4 on all checks to resist Fatigue.
  • Super Reflexes: Crazies have uncanny reflexes, granting them a −2 to be hit as long as they are aware of the attack.

Crazy Complications

  • Distinctive Appearance: The protrusions from the skull alone mark Crazies for what they are to anyone who lives on Rifts Earth. Most Crazies also indulge in tattoos, body piercings, and other means of elaborately declaring themselves to the world.
  • Magic: M.O.M. implants jumble the mind in such a way as to make the use of magic impossible.
  • Needs Action: Crazies live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Crazy becomes irritable and impatient, suffering –2 Charisma. The distraction of a frenzied mind also inflicts a −1 to all Trait rolls, until some kind of high alert status or action kicks in.
  • Unstable Psyche: From the start (and for no added benefit), the character gains a psychological or emotional Hindrance determined by rolling on the Psyche Degradation Table. Representing the constant degradation of the Crazy’s psychological state, the character gains an additional Hindrance from the table each time she achieves a new Rank. (Novice: Mania, Seasoned: —, Veteran: —, Heroic: —, Legendary: —)


Hindrance Type Description
Mania Major Luni is severely bipolar, prone to wild mood swings from actual mania to deep depression, sometimes from one moment to the next. Reduce Charisma by 2 to those who know of it. This Mania is more or less a full-time obsession with serious consequences if caught or discovered.
Hindrance Major The character isn’t as aware of the world as most others, and suffers –2 to Common Knowledge rolls.
Illiterate Minor The character cannot read any language (regardless of how many are spoken), and doesn’t know much about math beyond basic addition and subtraction.


Edge Type Description
Arcane Background (Psionics) Background

Psionicists have discovered how to tap into their own psychic powers. Luni's psionic abilities are due to her M.O.M. implants.

Brainburn: When a psionic character rolls a 1 on the Psionics die (regardless of Wild Die), the character is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes the character to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.

Quick Backgrounds

Quick characters have lightning-fast reflexes and a cool head. Whenever dealt a 5 or lower in combat, the player may discard and draw again until getting a card higher than 5.

Characters with both Level Headed and Quick draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.

Acrobat Professional Adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as there is no encumbrance penalty.
Gymnastic Mastery Iconic

Add +2 to the Strength roll to increase jumping distance. This bonus is also added to climbing checks, and the character can ascend at the full Strength die per round (instead of half). Ignore Difficult Ground when moving and gains an additional +2 to Parry when using the Defend maneuver (but not Full Defense).

Finally, a character with Gymnastic Mastery can make an Agility roll (with the +2 from Acrobat) to reduce effective falling distance by 10 feet, or 20 feet on a raise. A fall of over 20 yards imposes a −2 penalty.

Dirty Fighter Combat Some fight with honor. Some fight to win. A Dirty Fighter gains a +2 bonus with Trick maneuvers.
Sublime Chaos Iconic

The tumultuous storm crashing about in a Crazy’s head sometimes swirl into a beautiful rainbow of total disconnection from reality. The Crazy understands how to ride the waves of insanity. The greater part of the mind is simply elsewhere, leaving behind a nearly machinelike entity that gets the job done.

While Losing It, the Crazy is able to perform actions not normally allowed by Berserk, including using psionics. The Crazy also only suffers a −1 to Trait rolls during the Coming Back period.


Arcane Background Power Points Recovery Rate
Psionics 1/hour
Don't Touch Me
Power Armor Rank Novice Power Points 2 Range Touch Duration 3 (1/round)
A shimmer field of wildly fluctuating, multicolored energy around her body.

Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.

Whether the armor is visible or not depends largely on the trapping.

Anything I Can Do, I Can Do Better
Power Boost Trait Rank Novice Power Points 2 Range Smarts Duration 3 (1/round)
Luni's veins glow with multicolored psionic energy.

This power allows a character to increase any of a target’s Traits by one die type for a standard success, by two with a raise, or by three with two raises (but no higher). The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.

The power cannot be used to lower an opponent’s Trait, nor can it affect additional targets. Luni is only able to improve her own Traits.

Find the Lady
Power Deflection Rank Novice Power Points 2 Range Touch Duration 3 (1/round)
Her form seems to blur and move so quickly that she appears in multiple places at once.

Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user.

With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.


Cyberware Strain Description
Cyber-Wired Reflexes 1 The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades.


Weapon Range Damage RoF AP Shots Weight Notes
Wilk's 237 Laser Pistol 15/30/60 2d6+1 1 4 16 3 lb. Semi-Auto
Wilk's 447 Laser Rifle 40/80/160 3d6 1 2 20 5 lb. Semi-Auto
Vibro-Sword Close Str+d10 - 4 - 9 lb. -
Chain Long Sword Close Str+2d10 - 2 - 22 lb. Parry -1, two hands


Many body armor suits and all power armor have Full Environmental Protection, which includes fully sealed systems; self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems.

Armor Type Armor Bonus Toughness Min Str Weight
SFD Huntsman Lightweight Personal Armor +5 - d6 16 lb.
Notes: No environmental systems


  • NG-52 Survival Pack: Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
    • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    • One sleeping bag, also insulated.
    • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range radio, five-mile range.
    • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished.
    • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    • One survival knife, one small hatchet, and one wooden cross.
    • Four signal flares.
    • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    • One bar of soap and a sterilized cloth.
    • One canteen.
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.

Wealth and Currency

Savings 700 credits

The Hero's Journey

Benefits Table Result
Close Combat Weapons With a Chain Long Sword, your character can cut even huge robot-armor foes down to size.
Training Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge (Acrobat), ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.
Underworld & Black Ops Your character has a knack for taking full advantage of his opponents. She has the Dirty Fighter Edge, and whenever she gets a raise on a Trick attempt, she may spend a Benny to gain The Drop on her opponent on that round.
Cybernetics Your hero wants to give that Juicer a run for his money, so she got a level of Cyber-Wired Reflexes installed.
Experience & Wisdom She always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.


Total XP: 6 Rank: Novice
XP Rank Advance
5 Novice Fighting d8, Intimidation d4


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